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Topics - N-Sunderland

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16
General Discussion / Next patch on the 16th?
« on: September 02, 2013, 02:03:39 pm »
EDIT: It's been delayed to the 18th.

http://massively.joystiq.com/2013/09/01/pax-prime-2013-guns-of-icarus-onlines-new-adventure-mode-feat/

Quote
Howard was pretty hyped about some of the short-term changes too. The nonverbal crew command system is coming in the next patch, and the ability to dye clothing is also going to be available to help crew members to stand out more from each other.
 
Additionally, he was really excited to talk about some new unlocks, specifically books that add more information about lore and gameplay. Players can expect to be able to read about the new factions as well as advanced stats and strats for operating their ship in the next patch.
 
He also mentioned some big changes to the new-player experience, including beginner tooltips for tasks aboard ship and improvements to the beginner skill and lobby interface. I thought that these were pretty welcome improvements, since Guns of Icarus is a fairly complex game.
 
While you'll have to wait a little longer for Adventure mode (he estimates June of 2014, though nothing is set in stone), the above changes (plus quite a bit more) will be released on September 16th.

17
Feedback and Suggestions / Bring Back Old Paritan For 3v3
« on: August 28, 2013, 12:11:35 pm »
For those who didn't know (I.e. if you haven't been playing long or just didn't go on Paritan much), Paritan Rumble used to be a considerably larger map, before it was cut down due to the "hide and go seek" feeling that people were getting from it. Understandably, some people liked the old Paritan, but reverting back would cause more harm than good. So here's what I suggest: use the full-size map for 3v3. The larger area is better suited for a greater number of ships, so there probably wouldn't be as much time spent searching for the enemy team. And after all, the more maps the better, and I'm sure it couldn't be that difficult to convert it, considering that it's already all laid out.

18
Community Guide / Clans
« on: August 27, 2013, 04:12:31 pm »
Here's what I've got. Feedback would be awesome.



One of the great things about GoIO is how much more enjoyable the game becomes when you're playing with a group of friends. But what if none of your real life friends play the game, and the people in your social tab don't always show up at the same time as you do? That's where clans come in. Clans hand you an opportunity to be part of a community within the community, making it so you can always be online with a crew you know and trust. Guns of Icarus Online has dozens of different clans, each with their own traits. You might be interested, for example, in joining the just-for-fun clan X, the competitively-oriented clan Y, or a casual/competitive mix like clan Z. It all depends on what you're looking for and who you enjoy playing with. Some clans enter in competitions to prove their worth against the best opposition. Unlike in other games, the competitive scene of GoIO is extremely accessible. It's not rare for clans to pull off giant-killing performances mere weeks after their formation.

It should be noted, however, that joining a clan isn't an obligation at all. A lot of people enjoy staying out of clans, which means that they'll probably end up playing with a broader spectrum of players. Once again, it's all about your approach to playing the game.

Once you're in a clan, you can add their tag (if they have one) to your name in the social tab. This is currently the only in-game functionality with regards to clans, though other features can prove useful, such as crew formation. Many clans will also use features and programs outside of the game, such as Steam Groups, Teamspeak, or Skype in order to improve communication and organization.

If you're interested in joining a clan, you should check out the Docks board on the Guns of Icarus Online forum. A number of clans have recruitment threads there, and you can also make your own post in search of crew mates. For an overview of both the major clans and some up-and-coming ones, check out the Current Available Clans thread for details on each of them.

19
Community Guide / Parkour Content
« on: August 27, 2013, 03:40:57 pm »
Here's what I've written up for ship parkour. If there are any details you'd like me to add or parts I should edit, I'd love some feedback. I also plan on adding videos in the future, once I get more familiar with OBS.

For anyone not familiar with the naval terms, port indicates the left side of the ship and starboard indicates the right side of the ship. They do not change based on perspective. When left and right are used to indicate a direction in the following text, they're based on the player's perspective.

Pyramidion

1. The Pyramidion is the easiest ship for a single engineer to keep a constant engine repair cycle going. This is thanks to how the main engine can be hit from underneath. Simply stand beneath it and look upwards. Doing so allows you to hit all three engines in quick succession.
2. Sometimes the incoming damage can become overwhelming for the main engineer, and one or both of the top deck gungineers will have to jump down to assist. Instead of going down the ladder, jump over the railing and land near the hull to minimize travel time.


Goldfish

1. When fixing the Goldfish's engines, you might find yourself constantly running up and down the staircase to bridge the gap between the main and the turnings. Fortunately, part of this process can be skipped. From the top deck, you can jump past the balloon and land in the back area where the turning engines are. With a little bit of practice, you can pull this off by jumping off the tail of the ship to save as much time as possible. It's possible to save a little bit more time by jumping onto the port engine and hopping through the gap in front to get to the stairs quicker, but this method is unreliable, and therefore not recommended.
2. Let's say you're the main engineer, and you want to be ready to deal with any situation as quickly as possible, whether it's the balloon going down, the hull taking damage, or the engines getting shot out. Before entering an engagement, the best place to stand (generally if you can't see the enemy ships) is on the roof. To get up there, you can either jump onto the balloon and then jump again to reach the top (starting out on the railing near the balloon makes it easier), or run and jump up the ropes behind the helm. Standing on the roof has two major benefits: you can quickly jump to any part of the ship, and you get a 360° field of view. As soon as you engage an enemy ship, you should jump back down to wherever you're needed (likely the hull).
3. While not strictly meant for engineering and with rather situational uses, it's important to note that there is an alternate method by which the pilot can reach the helm. To accomplish this, jump along the supports leading from the front of the ship to the top deck. This saves a little bit of time over starting at the same spot and taking the conventional route).


Spire

1. To get from the top deck to the main gun quickly, jump over the railing at the front of the ship and land next to the gun.
2. When moving between the top deck and the bottom deck, it's usually best to take the ladder in the centre of the ship.
3. You can go from the main engine to the bottom deck by simply jumping down from the platform.
4. To get from the starboard gun to the bottom deck quickly: when approaching the gun, get onto the small gray ridge on the right and mount the gun from there. When you're done firing, turn and face the rear of the ship. If you look down, you should be able to see one of the turning engines. Aim a bit to the right of that and jump down. If done right, you should land on the bottom deck near the hull.
5. If you're the main engineer but you're being tasked with firing the port side gun when not in combat (usually if it's a mine launcher or flare), then you'll want to be able to return to the hull as quickly as possible. To do this, mount the gun from the gray ridge to its left. When done firing, turn and face towards the ramp leading to the bottom deck. Jump over the gap and railing and run to the bottom deck. This saves about a second over running all the way around the railing.
6. Hitting the main engine from underneath is possible if you jump onto the rear railing on the bottom deck and immediately jump towards the engine, hitting it in mid-air (you'll need a little bit of momentum first). Not particularly useful seeing as you fall off the ship, but there may be situations in which it can help.


Galleon

1. When going back and forth between the hull and balloon, it's better to jump down directly to the hull rather than using the stairs.
2. To save a bit of time when moving from the main engine to turning engines, go near the back of the engine area and look over the side. If you jump down, you can land on a turning engine.
3. The main engine can be hit from underneath by standing on the small ridge at the back of the bottom deck and jumping.
4. Let's say you're the bottom deck gungineer, but you've been called up to the main deck for repair assistance. You suddenly need to get back down to unload a clip of hwacha fire on an unarmoured enemy. Usually it'd already be too late, but to remedy this problem you can jump off the side of the ship, turn to face your gun while falling, and mount it. You will automatically fall off after dismounting, but this provides a means to quickly return to the bottom deck gun when the need suddenly arises.


Junker:

1. If you stand underneath the balloon, you can look up and hit it. This is perfect for when an engineer needs to get quick balloon repairs, and it also allows the pilot to assist.
2. The hull can also be hit from underneath. To do this, you need to be standing in the sweet spot near the top of the ramp and looking upwards. The main purpose of this is to allow an engineer to switch between hull repairs and the front gun. It should be noted, however, that getting into the sweet spot takes a couple of seconds, during which a lot of armour damage could be dealt. To counter this: on the approach, jump up before reaching the ramp so you can hit the hull from in front, and then use the mallet's cooldown to position yourself in the sweet spot.
3. If you stand next to one of the top deck guns, you can see the bottom deck guns sticking out of the side of the ship. You can jump down onto these guns and fall to the bottom deck, providing a much quicker route than going to the front of the ship and going down the ramp.
4. Less of a trick and more of a simple tip: when you go from the front of the ship to the main deck, always go to the starboard side. You can use crates there to get up quicker, whereas the port side makes you take the long way around.


Squid:

1. The most famous of Squid speed tricks is the engine jump. Standing at the platform where the top deck engines are located, you can jump off the side and land on one of the turning engine walkways. Repeated use of this technique allows for considerably quicker repair circuits.
2. Standing next to and facing away from the front gun, run and jump onto the rail on your left (starboard side), jump over the gap, land on the rail on the other side, and go to the starboard gun. This saves a little bit of time over walking there.
3. There is a "desparation" repair technique that can be used, occuring on the left engine walkway. You can jump onto the rail to your right, then jump over to the balloon and hit it. This gets you to the balloon quicker than walking all the way around.
4. There is a more advanced, more efficient way of doing an engine repair circuit than the one previously explained. It's a combination of two similar techniques, one on each side. For the starboard side technique, start on the main deck, facing towards the starboard engines. Run to the rail lining the starboard side of the main deck, and jump on it. Jump off, hitting the engine in mid-air. Get the turning engine, then run back to the main deck to get the port side. For this one, you'll need to get down to the port walkway, and jump at the end of the flat section, right before it ramps down. While in mid-air, look up and hit the engine from underneath (you might not see the icon, but whack it anyways. If you hear the sound of your tool, then it was a successful repair), then get the final engine. Pulling this whole thing off takes about 7 seconds from main deck to final engine, which is two seconds quicker than a classic repair route.


Mobula

1. As on many other ships, the Mobula's main engine can be hit from underneath. It does, however, require a more specific position than most of those techniques, so it's advised to jump up to hit the engine (which lets you get it from a bit further away).
2. The pilot can mount the front gun from underneath by standing on the railing by the helm and jumping up to grab the gun.
3. Travel time between the two turning engines can be greatly reduced via a path along the back. Starting at one engine, jump on the small rail lining the back of the ship. Then jump onto the nearby platform. Once up there, you should see a curved strut. Get on it, and from there you can run to the other side of the ship.

20
The Pit / Urgent Discussion
« on: August 15, 2013, 12:52:26 am »
People, I would like to bring an important topic to the table. See the big island on the right side?



That island is clearly an elephant.

21
News and Announcements / August 02 DDOS Attack
« on: August 03, 2013, 12:17:08 am »
Yesterday (or today, depending on your time zone) the servers suffered a DDOS attack, which in layman's terms means that some people decided to prevent use of said servers for a while. If you've been having trouble getting into the game or suffering random disconnects, it is likely a result of that. Muse is working to get these issues fixed, and the game should be running as normal soon enough. In the meantime, sorry for the inconvenience.

23
General Discussion / New Gun In The Works: Magma Weapon
« on: July 30, 2013, 03:27:43 pm »
http://www.fpsguru.com/game/357/article/3566/Exclusive-Guns-of-Icarus-Online-Adventure-Mode-Preview.html

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The last thing I heard a little here, a little there on, was a new weapon. Currently they're working on a new weapon and the name floating around is the Magma Weapon. Although Howard Tsao stated it won't be the official name, it's something in the works currently. Personally I can't quite imagine what the “Magma Weapon” could lead to. Are we talking something similar to the flamethrower or a fireball? Who knows?

24
Often while streaming casters will disable chat (for reasons that should be fairly clear). The problem with that is that the damage log in the top right also gets disabled, which takes away an important source of information from the stream. It'd be great if there could be separate controls to disable each one, instead of having to go for both at once.

25
Community Events / Which maps would you want gone?
« on: July 21, 2013, 01:10:00 pm »
Ok, so this isn't official or anything (I don't participate in running the Cogs, after all), but I still wanted to hear other people's opinions.

In Community Chat yesterday an interesting question was brought up: if one or two maps were to be (hypothetically, as far as I know there are no plans to do this) removed from the rotation, which ones would you like to see gone, and why?

26
The Pit / GoIO Is Oppressive
« on: July 15, 2013, 10:39:27 am »
Now, you may be wondering how I may have come to the conclusion found in the topic title. Well you see, while efforts are made throughout the world to ensure that minorities are given equal rights, one always gets left in the dark. One is always forgotten, and is left at a disadvantage compared to the majority.

Guns of Icarus Online is discriminatory against lefties.

The character in-game is right-handed. There isn't any option to make them left-handed. Almost all of the guns are set up to be easier to use for righties. In addition, there isn't a left-handed setup for the controls. All of the keys have to be bound manually. I cannot help but turn away in sheer disgust as me and my fellow lefties are left out.

27
The Pit / Junker-Sized Gun? Cool Story
« on: July 14, 2013, 12:28:48 pm »
Howitzer? Bleh. Tiny. Let's take a look at a decently-sized gun.

http://en.wikipedia.org/wiki/Schwerer_Gustav

28
Feedback and Suggestions / Go AFK Functionality Change
« on: July 10, 2013, 04:31:08 pm »
I have two problems with the way the Go AFK button currently works.

1. The AI that replaces the player is set to take a certain kit. This isn't hard to abuse. For example, the main engineer on the Pyramidion can run a buff hammer, then go AFK the moment fires get lit so that the AI can put them out. To fix this, the AI should keep the same tools as the player it's replacing until the countdown for them to rejoin runs out.

2. Teleporting. Every time you return from being AFK, you reappear in the ship's spawn point. This can be used to create various shortcuts: getting from the Mobula's engines to the top deck, getting from the Galleon's guns to the top deck, getting from the Goldfish's main engine to the lower deck, etc. This isn't very hard to exploit. To prevent people from taking advantage of it, here's what I suggest: if the player spend less than 10 seconds AFK, then have the rejoin drop them where they left off. After 10 seconds, have it put them at the spawn point. This should stop its use as a time saver.

29
Guides / Guide Requests
« on: July 10, 2013, 02:02:34 pm »
I'd love to say that this is something I've planned for a while, but really it's more of an idea I came up with 20 seconds ago.

Anyways.

As a CA I want to do my best to help the community, and I've realized that while there are a lot of good guides out there, certain aspects of the game aren't being covered. In this thread, you can all make suggestions as to what type of guide you'd like to see in the future, and maybe a helpful community member will step up and write such a guide! I know that I'd certainly like to write something, but I just need a little bit of inspiration.

So, what topics would you guys like to see covered?

30
Website and Forum Issues / Search for Members: Minor Issue
« on: July 09, 2013, 04:21:02 pm »
https://gunsoficarus.com/community/forum/index.php?action=mlist;sa=search

One of the search options is "0. Clan", which should be corrected to "Clan".

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